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D&D 3E/3.5 Kulan: The Lands of Harqual


World of Kulan DM
2 Miniature 1 Stone Colossi 2 (CR 16)
hp 236 (32d10+60); DR 10/Epic and adamantine
Usually N Gargantuan construct
Init -3; Senses Darkvision 60 ft.; Low-light Vision; Listen +0, Smell —, Spot +0, Taste —
Languages Cannot speak or make any vocal noise
AC 42 (-4 size, -3 Dex, +39 natural), touch 3, flat-footed 42
Immune Magic (see below); plus see construct traits on pg. 307 of the MM
Epic Save +6
Fort +12, Ref +9, Will +12; only has to make a Fortitude saving throw if the effect also works on objects
Weakness Cannot heal damage on its own
Speed 30 feet (6 squares) (can’t run)
Melee Slam +48 (6d6+31/x2) or
Melee 2 slams +48 (6d6+31/x2)
Space 20 ft.; Reach 20 ft.
Base Atk +15; Grp +58
Epic Atk +6
Abilities Str 62 (+31), Dex 5 (-3), Con ― (+0), Int 7 (-2), Wis 10 (+0), Cha 1 (-5)
SA Shatter
SQ Construct traits, antimagic field, magic immunity
Skills Jump +67
Shatter (Su) A stone colossus can use shatter (DC 21) as a free action once every 2 rounds against an opponent’s weapon or other item as a 16th-level caster. The DC is Charisma-based.
Magic Immunity (Ex) A stone colossus is immune to all spells, spell-like abilities, and supernatural effects, except as follows. A transmute rock to mud spell slows it (as the slow spell) for 1 round, with no saving throw, while transmute mud to rock heals all its lost hit points. A stone to flesh spell has no effect on a stone colossus.
1 Book of Templates: Deluxe Edition
2 D&D Epic Level Handbook
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World of Kulan DM
Wizard of the Tower
Abernath Vaine (CR 14)
Abernath Vaine is brother of the madman (named Jax) who Toryn Stonecutter encountered during his time in Duvik’s Pass, who poisoned the town (i.e. The Burning Plague). Toryn never knew the young Cagewright’s name, but he remembered his face once he met Abernath, Jax’s twin. The two brothers were like oil and water, however. Jax was crazy as a loon while Abernath is calm under pressure.

The Two grew up together on their family's ranch near Kingfisher Hollow in the lowlands of the Kul Moren Mountains. Their parents died at an early age, and Abernath was forced to take care of his brother. Jax wasn’t known for having any sort of restraint and often took what he wanted. However, Jax could always count on Abernath to get him out of trouble.

Eventually, the two brothers were forced to move into the Kul Moren mountains after Cauldron’s Lord Mayor took control of their ranch due to unpaid taxes. In truth, the two young men were glad to give up the ranch as both felt the call of the adventuring lifestyle.

Abernath joined the Last Laugh Thieves’ Guild around the same time that Jax joined the Cagewrights. Unlike his brother, however, Abernath had no idea what he was getting himself into. For while Abernath has a good heart, he was somewhat naive.

Consorting with evil outsiders was not part of the deal, and Abernath was glad when the Order “rescued” him from the Demonskar. He’s been a font of knowledge for the Order about the Cagewrights but feels like he owes them more. He eventually became Hezekiah Grofus' apprentice and has been an ally of the Order ever since.

Abernath has become one of Cauldron City's most recognizable citizens since the near destruction of the city. He owns a old tower that stands near the Sun Sanctuary. The tower is one of the few buildings in that area of the city that wasn't significantly damaged during the Cagewright crisis of 750 N.C. Regardless, Abernath has upgraded the build several times with the help of Toryn and Tebul and Ushbarte Jokulsson.

Abernath has several apprentices of his own, now, but he rarely overworks them or teaches them anything significant. More often than not he lets them discover things on their own, which leads to hijinks within the Tower of the Wizard.

hp 57 (5d6+5 plus 9d4+9)
Male human rogue 5 / wizard 9
CG Medium humanoid (human)
Init +7; Senses Darkvision 60 ft. (with goggles of night); Listen +8, Smell +6, Spot +8, Taste +6
Languages Common, Dwarven, and Draconic.
AC 17 (+3 Dex, +2 natural, +2 deflection), touch 15, flat-footed 14
Fort +9, Ref +12 (+14 with his weasel familiar nearby), Will +9
Speed 40 feet (8 squares)
Melee +3 dagger +11 (1d4+4/19-20/x2) or
Melee +3 dagger +11/+6 (1d4+4/19-20/x2) or
Ranged Hand crossbow w/ +1 brilliant energy bolts +11 (1d4+1/19-20/x2)
Space 5 ft.; Reach 5 ft.
Base Atk +7; Grp +8
Atk Options Sneak attack +3d6
Combat Gear Elixir of hiding, potion of cure moderate wounds, oil of mage armor, rotulus of dispel magic, rotulus of shield
Wizard Spells Prepared (CL 8th; save DC = 13 + spell level)
5th (1/day) — cone of cold
4th (2/day) — dimensional anchor, remove curse
3rd (4/day) — deep slumber, displacement, fireball, nondetection
2nd (5/day) — bear’s endurance, cat’s grace, invisibility, misdirection, Tasha’s hideous laughter
1st (5/day) — feather fall, mage armor, shield, Tenser’s floating disk, true strike
0th (4/day) — acid splash, flare, mage hand, resistance
Abilities Str 12 (+1), Dex 16 (+3), Con 12 (+1), Int 16 (+3), Wis 10 (+0), Cha 12 (+1)
SA Sneak attack
SQ Evasion, familiar (weasel), trapfinding, trap sense +1, uncanny dodge
Feats Alertness B, Brew Potion, Combat Casting, Dodge, Exotic Weapon Proficiency (hand crossbow) B, Great Fortitude, Improved Initiative, Mobility, Scribe Roll B, Urban Tracking 1
Skills Concentration +12, Decipher Script +12, Disable Device +12, Escape Artist +11, Forgery +10, Gather Information +10, Hide +10, Jump +6, Knowledge (arcana) +11, Knowledge (local) +11, Knowledge (the planes) +11, Listen +8, Move Silently +12, Open Lock +16, Profession (rancher) +6, Search +12, Spellcraft +16 (+18 decipher spells on rolls/scrolls), Smell +6, Spot +8, Survival +0 (+2 following tracks), Taste +6, Use Magic Device +10 (+14 involving rolls/scrolls)
Possessions +1 brilliant energy bolts (15), +3 dagger, amulet of natural armor +2, backpack, boots of striding and springing, candle of invocation (x4), cloak of resistance +2, gloves of Dexterity +2, goggles of night, hand crossbow, ring of invisibility, ring of protection +2, staff of frost (20 charges), traveling spellbook, traveler’s outfit, vest of escape.
Familiar Abernath has a weasel familiar named Pete. Abernath gains a +2 on Reflex saves when Pete is within 1 mile of him.
Spellbook(s) 0th — all cantrips; 1st — disguise self, feather fall, mage armor, magic weapon, shield, Tenser’s floating disk, true strike; 2nd — bear’s endurance, cat’s grace, daze monster, invisibility, Leomund’s trap, misdirection, Tasha’s hideous laughter; 3rd — blink, deep slumber, displacement, dispel magic, fireball, nondetection; 4th — break enchantment, detect scrying, dimensional anchor, remove curse; 5th — cone of cold, teleport.
Age 41; Height 5 feet 2 inches; Weight 128 lbs.
Homeland Dominion of Cauldron.
Personality Atypical, easily impressed, and nonchalant.
Description Abernath is wiry and scruffy-looking. He’s only 5 feet 2 inches tall, and prefers to dress more like a ranger than a wizard or rogue. He lets Pete sleep in his backpack.
1 D&D Unearthed Arcana
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World of Kulan DM
Mistress of the Temple of the Cat
Jendy Aslaxin (CR 10)
Jendy Aslaxin was born into the wealthy Aslaxin merchant family 33 summers ago. She is the daughter of Zachary Aslaxin I, and the sister of Zachary Aslaxin II. Zachary the Younger is four years older than her and is a bit overprotective of his little sister, which Jendy finds annoying.

Jendy knows and respects all the members of the Order of the Silver Hand and many of the members of the Disciples of the Bloodsun as well. The dwarf, Toryn Stonecutter, knows her best of all his peers, and she has a fondness for him like that of an uncle. Toryn only knew her as “Jendy,” at first, as she felt it was prudent that she not mention her family name when the leaders of the Order were at odds with her brother and the Stormblades.

Jendy never approved of her brother’s association with the Stormblades and was glad when Zachary left that old life behind. She doesn't blame him for their father's death and wishes he could forgive himself. She feels that Zachary had no way of breaking free of of the mental control that “Grey Shadow” had over him.

It is rumored that she and Argo Flameheart have had amorous relations but the Trúa flatly denies this rumor. If it is true, they are very careful to hide it from the public.

Jendy is well liked by her acolytes and the laypersons of the Temple of the Cat. She was the only choice to become the temple's Mistress after Jenya stepped down and retired from public life. Jendy takes her responsibilities as Mistress very seriously; although, she can be a bit vivacious when it comes to personal relationships.

Jendy isn’t very tough in a fight, but she won’t abandon her followers when the going gets tough. She’ll stay out of harms way if she can and heal those that need her help or fire her crossbow. If forced to fight in a melee, she will attack with the Star of Justice or her enchanted sword.

If Jendy were to come to harm then many throughout the city would be heartbroken. If she were to die, the entire Temple of the Cat would be in mourning for a week and her brother would seek vengeance against those that killed her even if it meant risking his own life.

hp 51 (4d6+4 plus 6d8+6)
Female human rogue 4 / cleric 6 (Bast)
CG Medium humanoid (human)
Init +7; Senses Listen +12, Smell +3, Spot +5, Taste +3
Auras Chaos and good
Languages Celestial and Common
AC 25 (+3 Dex, +6 armor, +4 shield, +2 deflection), touch 15, flat-footed 22
Resist Cold 10
Fort +7, Ref +9, Will +14
Speed 20 feet (4 squares); base 30 ft.
Melee Star of Justice +10 (1d6+3 plus 2d6 holy damage against evil/x2) or
Melee +1 short sword +11 (1d6+3/19-20/x2) or
Ranged Light crossbow +10 (1d8/19-20/x2)
Space 5 ft.; Reach 5 ft.
Base Atk +7; Grp +9
Atk Options Sneak attack +2d6
Special Actions Turn undead 7/day
Combat Gear Potion of cure critical wounds, potion of cure serious wounds (x2), potion of touch me not 1
Cleric Spells Prepared (CL 6th; save DC = 13 + spell level)
3rd (3/day) — daylight, healing sphere 1, magic fang *
2nd (4/day) — eagle's splendor, resist temptation 1, shield other *, zone of truth
1st (4/day) — bless, sanctuary *, shield of faith, vision of exquisite pleasure 1
0th (5/day) — detect magic, guidance, light, resistance, virtue
*Domain spell. Domains: Feline (Balance, Climb, Hide, Jump, Listen, and Move Silently are class skills) 2, Protection (protective ward 1/day).
Restriction Cannot cast spells with the Evil or Law descriptor.
Abilities Str 14 (+2), Dex 16 (+3), Con 12 (+1), Int 14 (+2), Wis 17 (+3), Cha 21 (+5)
SA Sneak attack, turn undead
SQ Evasion, spontaneous casting of healing spells, trapfinding, trap sense +1, uncanny dodge
Feats Alertness B, Combat Casting, Dodge, Exotic Weapon Proficiency (hand crossbow) B, Improved Initiative, Kundalini 1
Skills Balance +9 (+12), Climb +8 (+11), Concentration +6, Diplomacy +14, Escape Artist +7 (+10), Gather Information +7, Heal +8, Hide +9 (+12), Jump +2 (+11), Knowledge (local) +8, Knowledge (religion) +8, Listen +12, Move Silently +9 (+12), Perform (sexual techniques) +7, Perform (sing) +10, Sense Motive +10, Spellcraft +7, Spot +5, Use Rope +3 [+5 involving bindings].
Skills with armor check penalties are listed with a set of braces that shows the skill while "unarmored".
Possessions +1 confidence 1 breastplate, +1 short sword, +3 darkwood buckler, cleric’s vestments, holy symbol of Bast, light crossbow w/20 bolts, minor ring of cold resistance, ring of protection +2, Star of Justice (+1 holy light mace, has the ability to cast divination once/week).
Age 33; Height 5 feet, 5 inches; Weight 120 lbs.
Homeland Dominion of Cauldron.
Personality Alluring, free-spirited, and compassionate.
Description Jendy Aslaxin stands roughly 5 feet 5 inches tall but weighs only 120 pounds. Her skin is the color of alabaster, her hair is the color of midnight, and her voice sounds like a songbird crossed with an angel. At least, that’s how her father, Zachary Aslaxin I, described her to his peers amongst Cauldron’s nobility. In truth, Jendy is an attractive young woman who tends to turn heads, but she isn’t the most beautiful nobleman’s daughter in Cauldron. She always wears the trappings of a devout priestess of Bast but is practical when it comes to cold weather. Most of her winter clothing is trimmed in the finest fur and many who worship at the Temple of the Cat believe she is “blessed” by the Cat Mother.
Note Clerics of Bast add their Dexterity Adjustment to their attack rolls, instead of their Strength Adjustment, with the following weapons: Dagger, gauntlet, kukri, punching dagger, light shield, sap, short sword, spiked gauntlet, unarmed strike, and war claws.
1 Book of Erotic Fantasy
2 World of Kulan Cleric Domains – List
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World of Kulan DM
Twin Dwarven Smiths
Tebul and Ushbarte Jokulsson (CR 12 [each])
These twin dwarven brothers, originally from the Village of Kohold, first arrived in Cauldron City while the Order of the Silver Hand was out of the city on a mission. They arrived a couple of days before Toryn Stonecutter’s smithy was burnt down by the evil group known as the Opposition. They helped the clergy from the Temple of the Cat guard and rebuild the smithy, while Toryn was away.

Tebul and Ushbarte had wished to apprentice themselves to “Master Stonecutter,” or, at least, to work along side him until they proved themselves worthy of being his apprentices. Toryn not only allowed them to work alongside him but also allowed them to fight alongside him. Eventually, the twins became associate members of the Order; although, they were never been formally brought into the group.

The two brothers helped the Order protect Cauldron City from the machinations of the Cagewrights and went to war against both Anoria and Flamerule. Once the mountainous lands of their youth were free of tyranny, the two brothers moved to the Hold of Kul Moren. They are now employees at Stonecutter Works, Toryn's new, expanded smithy.

Tebul and Ushbarte consider themselves retired from the adventuring lifestyle but would go to war with Toryn and the Order if asked to and if the need was great enough.

hp 108, 110 (12d10+36)
Male high dwarves fighter 12
LG Medium humanoid (dwarf)
Init +0; Senses Darkvision 60 ft.; Listen +0, Smell +0, Spot +0, Taste +0
Languages Barbarian, Dwarven, and Undercommon
AC 24 (+2 natural, +7 armor, +3 shield, +2 deflection), touch 12, flat-footed 24
Fort +8 (+10 against poison), Ref +6, Will +6 (+8 against spells and spell-like effects)
Speed 20 feet (4 squares)
Melee +2 heavy pick +18 (1d6+7/x4) or
Melee +2 heavy pick +18/+13/+8 (1d6+7/x4)
Melee +2 heavy pick +19 (1d6+7/x4) against known members of the Opposition or
Melee +2 heavy pick +19/+14/+9 (1d6+7/x4) against known members of the Opposition
Space 5 ft.; Reach 5 ft.
Base Atk +12; Grp +15
Atk Options Cleave, Combat Expertise, Final Strike, Power Attack, Mounted Combat, Ride-By Attack
Combat Gear Oil of sonic weapon 1, potion of shield of faith, potion of cure critical wounds (x2)
Abilities Str 16 (+3), Dex 11 (+0), Con 16 (+3), Int 13 (+1), Wis 11 (+0), Cha 8 (-1)
SA +1 racial bonus on attack rolls against known members of the Opposition
SQ Stability, stonecunning, and weapon familiarity)
Feats Cleave, Combat Expertise, Iron Will, Lightning Reflexes, Final Strike (B) 2, Mounted Combat, Power Attack, Ride-By Attack, Skill Focus (Craft) *, Toughness, Weapon Focus (heavy pick), Weapon Specialization (heavy pick)
Skills Appraise +2 (+6 related to stone or metal items), Charioteering +2, Craft +14 *, Handle Animal +6, Intimidate +6, Profession (smith) +7, Ride +9, Stamina +10. *Tebul’s Craft skill is for weaponsmithing while Ushbarte's is for armorsmithing.
Possessions +1 heavy steel shield, +2 breastplate, +2 heavy pick, amulet of natural armor +2, artisan’s outfit, backpack, boots of the winterlands, explorer's outfit, focusing candle 1, ink and inkpen, masterwork artisan's tools, merchant's scale, ring of blinking, ring of protection +2, and golden lions figurines (one pair that they share). Tebul also has a monocle of perusal 1, which he won from a wandering wizard from the south.
Age 67; Height 4 feet, 5 inches; Weight Tebul 185 lbs., Ushbarte 190 lbs.
Homeland The Village of Kohold, Dominion of Cauldron.
Personalities Endearing, strong-willed, and loyal. Tebul is also known for being cautious while Ushbarte is also known for being spirited.
Description Tebul and Ushbarte are pretty typical looking for dwarves, although they’re both very tall for their race, at 4 feet 5 inches tall. Both are roughly the same weight, and they're known for packing away the food without gaining too much around the middle. They’re strong and tough but prefer to make weapons and armor not wear and use them. They will defend themselves if attacked, or if anyone threatens Master Stonecutter or his business. Ushbarte wears a symbol of Bast around his neck in addition to his symbol of Clangeddin. Tebul always wears his clan’s traditional garb even when it is warm outside, which isn’t often near Kul Moren.
1 D&D Complete Adventurer
2 New Feats document for World of Kulan
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World of Kulan DM
The Silver Witch

Crystal Tigerstorm (CR 18)
Crystal Tigerstorm is the granddaughter of Carl Tigerstorm and one of the most loyal members of the Tiger Guild. Her youth was full of strife and darkness. Her father, Garth, knew nothing about her birth as her mother, a woman Crystal doesn't remember, died in childbirth. Thus, Crystal was raised in an orphanage in Massalia, an old Sword Imperium city — totally oblivious to her birthright. After being sold into the service of a local necromancer when she was eight, Crystal languished as common house servant for years. It was only when she started to show aptitude with magic that her master stopped beating her and began training her as his apprentice.

It was the first of several mistakes that would eventually cost him his life. For while Crystal eagerly took to the old wizard's teachings, she hated the old man. She used all her skills and wit to lull him into a false sense of security. As she grew to womanhood, the old codger fell in love with her and she used all her charms and considerable beauty to trick the old necromancer into showing her his most powerful spells. She killed the old fool, flailed the skin from his body, and burned his flesh and bones into ashes. The apprentice had become the master.

Crystal then set upon finding out who her parent's were. She seduced many of her former master's colleagues in the Ara Guild in Massalia and forced the owner of the orphanage to spill his guts, literally. She used up all of her old master's magical items and possessions to buy powerful divination scrolls. Finally, she tracked down her grandfather in Fruen and went to confront the family that had abandoned her. What she found was a strong willed, righteous man that didn't know what she was talking about. His son Garth had only ever had one relationship that he knew of and that was with the elven druid, Eiithinia Starchild.

But to her surprise, he summoned for his son and swore that if Crystal was indeed family that she would be welcomed into the Tigerstorm family with open arms. Garth arrived at his father's guildhall in Fruen to find a charming, young woman who looked exactly like a young priestess who he had fought beside and he had fallen in love with a long time ago. Crystal's mother had been a cleric of Jalivier named Dawn Almondsky. Garth had believed she had died near the end of the Second Ogre War. He hadn't seen her for forty years and was positive that he couldn't be Crystal's father. She was too young.

Crystal didn't believe him and swore she would make him suffer for denying her right to call herself a Tigerstorm. She stormed out of the room leaving the two men to speculate about the truth. After she had gone, Carl asked his son, “are you sure that she's not your daughter. After all, she has your temperament.” Garth left Fruen after that while Carl tried to unravel the young woman's origin.

Crystal was angry but more than that she was heartbroken. She was sure that she was a Tigerstorm. She could feel it. If they would not admit she was one of them then she would take the Tiger Guild by force. She would claim her birthright even if she had to kill all of them. Years of abuse and frustration took over as she fell in league with a growing hordes of evil humanoids and soldiers planning to lay siege to Fruen. She rode near the front as the hordes moved towards the city. The armies of Thallin moved to meet them with several prominent adventurers leading the charge including Garth and his half-elven son, Dabuk.

Dabuk and Crystal met on the battlefield and something about her spoke to the young half-elven ranger. Somehow he felt he knew this person; he felt a kinship with her. She too felt something and the two just stood there looking at each other. When Garth came across the two of them staring at each other, he knew they were indeed brother and sister. “I don't know how, but you are my daughter. Together, we will find the truth. I swear it by the love of a father who did not know.”

Crystal's eyes swelled up with tears. No one had ever cared about her before. No one had truly ever loved her. But this man did — she could see it. What was she doing? This was her family. She was a Tigerstorm! Her eyes went wide as she turned on her former allies. She rocked the hordes of darkness with lightning bolts and clouds of magical death. She rode into the fray with wild abandon hacking at gnolls and dark soldiers with her dagger in one hand and casting deadly necromantic magic with the other.

“She really has your temper.” Garth could only nod his head at his son's words.

As time passed, Crystal gave up her specialty in the Dark Arts. She traced her mother's ancestry to the city of Magdalene in the Kingdom of Navirosov and claimed her birthright there as well. Crystal discovered that she is the granddaughter of a noblewoman, Lady Elaine Almondsky. Lady Almondsky had given up hope of discovering what had happened to her daughter after her disappearance. Finding Crystal was like getting Dawn back. Together, the two women unraveled the mystery of Dawn Almondsky's disappearance.

After Crystal's conception, Dawn had become trapped in a permanent temporal stasis field and Garth had been sure she was dead. However, before the body could be buried, it disappeared. The wizards of the Ara Guild had stolen the body intending to use it in some future, dark experimentation. For years, Dawn laid dormant in the temporal stasis and it was only when a lowly apprentice figured out that the body wasn't decaying that she was brought to the attention of the masters of the guild. Fearing that someone might learn of the woman's plight, the wizards removed the temporal stasis and had her dumped in the slums of Massalia. Dawn quickly came to term, but she died during the birth.

Against the wishes of her grandmother, who feared she'd lose her granddaughter like she did her daughter, Crystal returned to Massalia and brought several of the perpetrators in the Ara Guild to justice — her justice (note that there is any real justice in Massalia). Crystal found her mother's body, returned it to Magdalene, and buried it in the Almondsky Family crypt, taking a powerful magical staff with her from a fallen wizard of the Ara Guild.

Crystal then went back to Fruen to stay with her grandfather, vowing to her grandmother that she would visit her as often as possible. She swore fealty to the Tiger Guild and her grandfather. She gets along well enough with her father, but she feels closer to Carl. She has fallen in love with a young knight named Sir Mojo Rising, a friend and traveling companion of her brother. However, she is reluctant to speak of her feelings to anyone but her grandfather.

Since the fall from grace of the Kingdom of Thallin, Crystal has made it her mission to overthrow King Varath Dragonguard and restore freedom to the country. She is the highest-ranking member of the Tiger Guild who still works within the kingdom's borders, and she single-handily leads the most powerful resistance movement in the kingdom. She also spends a great deal of time in the city of Tian in the Duchy of Minar advising her grandfather.

hp 87 (18d4+36); DR 10/evil
Female human wizard 18 (ex-necromancer)
NG Medium humanoid (human)
Init +5; Senses Listen +5, Smell +10, Spot +5, Taste +10
Languages Abyssal, Common, Denila (regional), Draconic, Dwarven, and Elven.
AC 17 (+1 Dex, +4 deflection, +2 luck), touch 15, flat-footed 16
Resist Cold 5, fire 5; SR 18
Fort +10, Ref +9, Will +15
Speed 30 feet (6 squares)
Melee Staff of power +11 (1d6+2/x2) or
Melee Staff of power +7/+2 (1d6+2/x2) and staff of power +3 (1d6+2/x2)
Melee +3 dagger +12 (1d4+3/19-20/x2) or
Melee +3 dagger +12/+7 (1d4+3/19-20/x2) or
Ranged +3 dagger +13 (1d4+3/19-20/x2)
Space 5 ft.; Reach 5 ft.
Base Atk +9; Grp +9
Combat Gear Potion of cure critical wounds (x3), virge of mage armor (15 charges), virge of magic missile (15 charges)
Wizard Spells Prepared (CL 18th; save DC = 14 + spell level)
9th (2/day) — Empowered delayed blast fireball, Widened circle of death
8th (3/day) — dimensional lock, Quickened force missiles 1, sunburst
7th (3/day) — banishment, greater teleport, prismatic spray
6th (4/day) — antimagic field, Empowered explosive cascade 1, freezing sphere, globe of invulnerability
5th (4/day) — cone of cold, Empowered fireball, Rary’s telepathic bond, sending
4th (5/day) — arcane eye, contagion, Evard’s black tentacles, ice storm, shout
3rd (5/day) — dispel magic, halt undead, haste, stony grasp 1, water breathing
2nd (5/day) — darkness, glitterdust, Melf’s acid arrow, protection from arrows, scare
1st (5/day) — burning hands, chill touch, detect undead, feather fall, shield
0th (4/day) — arcane mark, detect magic, disrupt undead, read magic
Restriction Cannot cast Enchantment and Illusion spells.
Abilities Str 11 (+0), Dex 13 (+1), Con 14 (+2), Int 18 (+4), Wis 14 (+2), Cha 20 (+5)
SA Spells
SQ Bonus languages, bonus wizard feats, summon familiar
Feats Combat Casting, Craft Extraordinary Item, Craft Lesser Magical Arms and Armor, Craft Virge, Craft Wondrous Item, Empower Spell, Improved Initiative, Leadership, Persuasive (B), Quicken Spell, Scribe Roll (B), Widen Spell.
Skills Bluff +12, Concentration +12, Craft (alchemy) +14, Craft (bookbinding) +12, Diplomacy +12, Disguise +5 (+7 to act), Gather Information +7, Heal +4, Intimidate +12, Knowledge (arcana) +14, Knowledge (geography) +14, Knowledge (local) +14, Knowledge (nobility and royalty) +14, Knowledge (the planes) +14, Knowledge (the undead) +14, Listen +5, Smell +10, Spellcraft +12, Spot +5, Survival +2 (+4 on other planes or to avoid hazards), Taste +10
Possessions +3 dagger, amulet of health +2, belt of warding (cold and fire resistance 5, SR 18), belt pouch, boots of teleportation, bustier of Charisma +4, courtier’s outfit, explorer’s outfit, gloves of good and righteousness (DR 10/evil, cast holy word 1/day), ring of counterspells (magic jar), ring of protection +4, spell component pouch, staff of power (unique variant), waterskin.
Spellbooks Crystal has various magical tomes at her disposal, but she prefers to choose most of her spells from her two primary spellbooks. These two tomes include all her memorized spells and all the spells listed below.
8th — Bigby's clenched fist, discern location, lightning ring 1, temporal stasis, wall of greater dispel magic 1
7th — come to me 2, control weather, energy ebb 1, forcecage, teleport object
6th — control water, make manifest 1, superior resistance 1, through the looking glass 2, undeath to death
5th — contact other plane, impotency 2, magic jar, night's caress 1, permanency, secret chest
4th — attune form 1, fear, mind to mind 2, orb of electricity 1, wall of fire, wall of water 1
3rd — anticipate teleportation 1, clairaudience/clairvoyance, demon dirge 1, explosive runes, privacy 2, secret page, sepia snake sigil
2nd — baleful transposition 1, body of the sun 1, ghoul touch, rope trick, spectral hand, touch me not 2, web
1st — alarm, block the seed 2, comprehend languages, enlarge person, low-light vision 1, nerveskitter 1, shocking grasp
0th — all cantrips from the D&D Player's Handbook v.3.5 and D&D Spell Compendium
Age 40; Personality Devoted, imposing, and enigmatic.
Description Crystal is of medium height with long, flowing blond hair and deep blue eyes, and she is incredibly beautiful (men tend to gawk with their mouths wide open). She used to be a necromancer and is still fond of wearing dark foreboding clothes. She always wears a silver-star pendant (her amulet of health +2), which was her mother's, as well as simple, yet elegant silver rings, bracelets, and fine metal cords braided into her hair on the left side. She always wears silver colored lipstick and nail polish. Her garments are always fine silk that are too revealing sometimes. She always wears more modest undergarments under these clothes coving her from just above the breast to just above the knees. She prefers soft leather boots, or sandals if she is going to be inside. She carries a powerful variant of a staff of power, shod in silver with a 3D silver star on the top (multiple star points in every direction — like a star-burst).
Height 5 feet 11 inches; Weight 121 lbs.
1 D&D Spell Compendium
2 Book of Erotic Fantasy
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World of Kulan DM
The Hero's Matron​
Grunhilde (CR 10)
Grunhilde is the former lover of a frost giant hero named Gungir. She was forced to work as a cook in the Crumbling Hall after her brother (Legeröd) defeated her lover. While her better days are behind her, she still radiates confidence. Grunhilde hates her brother and his followers for what they did to Gungir.

After being liberated from her brother's tyranny by the Order of the Silver Hand, Grunhilde decided to relocate to the Verdalf Forest. She and Gungir were old friends of the hunter elves, especially the Hunter Elf King, Halvarth. The frost giant monk Angö accompanied her into the Hunter Elf Lands to act as her bodyguard as instructed by Argo Flameheart.

After arriving in the Verdalf Forest, she had little time to grieve for Gungir. The hunter elves were at war with the transformed denizens of the Knotwood just north of the lands known as the Midlands. Blood elves and twisted treants began to invade the northern parts of the Verdalf Forest. Grunhilde and Angö joined the hunter elves in their war against the invaders and were vital participates during several key battles.

Grunhilde and Angö also fought alongside the armies of the Order during the war against the City-state of Flamerule. After that conflict, Grunhilde returned to the Verdalf Forest where she continues to live to this day. She prefers to live alone but keeps a room prepared for Angö should he ever decide to her side. She worries about her former bodyguard like a matronly aunt worries over a stubbornly independent nephew.

Grunhilde counts the members of the Order as some of her closest friends as well as the hunter elf sorceress Cassandra Willowbird. She and Halvarth are very close, almost as if they were siblings.

hp 136 (15d8+60 plus 1d6+4)
Female frost giant expert 1 / warrior 1
CG Large giant (cold)
Init -2; Senses Low-light vision; Listen +4, Smell +4, Spot +13, Taste +4
Languages Common, Elven, and Giant.
AC 27 (-1 size -2 Dex, +11 natural, +7 armor, +2 deflection), touch 9, flat-footed 27
Immune Cold
Fort +16, Ref +3, Will +9
Weakness Vulnerability to fire
Speed 50 feet (10 squares)
Melee +2 large-sized greataxe +19 (2d8+14/x3) or
Melee +2 large-sized greataxe +19/+14 (2d8+14/x3) or
Ranged Mwk large-sized throwing knife +9 (1d4+8/x2) or
Ranged Mwk large-sized throwing knife +9/+4 (1d4+8/x2) or
Ranged Rock +9 (1d6+8/x2)
Space 10 ft.; Reach 10 ft.
Base Atk +11; Grp +23
Atk Options Cleave, Great Cleave, Power Attack, rock throwing
Combat Gear Potion of cure serious wounds (x2), potion of cat's grace
Abilities Str 26 (+8), Dex 6 (-2), Con 18 (+4), Int 12 (+1), Wis 14 (+2), Cha 18 (+4)
SA Rock throwing
SQ Rock catching
Feats Cleave, Great Cleave, Iron Will, Power Attack, Self-Sufficient, Weapon Focus (greataxe)
Skills Climb +13, Heal +5, Hide -6, Intimidate +10, Listen +4, Jump +24, Profession (cook) +10, Smell +4, Spot +13, Survival +5, Taste +4
Possessions +2 Large-sized elven chain, +2 large-sized greataxe, amulet of natural armor +2, belt pouch, boots of striding and springing, cold weather outfit, holy symbol of Annam, masterwork large-sized throwing knife (x6) 1, Murlynd's spoon, ring of protection +2, and a cooking kit.
Rock Throwing (Ex) Grunhilde receives a +1 racial bonus on attack rolls when throwing rocks. She can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five 120-foot range increments.
Rock Catching (Ex) Grunhilde can catch Small, Medium, or Large rocks (or projectiles of similar shape).
Once per round, if Grunhilde would normally be hit by a rock, she can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) Grunhilde must be ready for and aware of the attack in order to make a rock catching attempt.
1 Arms & Armor v3.5
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World of Kulan DM
Monk of the Titan's Hand

Angö (CR 13)
Angö was trained from an early age too guard the doorway in the Crumbling Hall that led into Gungir’s magical prison. Angö feels little remorse for guarding the doorway into the Plane of Graves as he feels he was simply doing the job he had been born to do.

Angö considers the members of the Order of the Silver Hand, especially Argo Flameheart, to be honorable acquaintances but decided not to stay in Cauldron City. Instead, he accompanied Grunhilde on her journey to the Verdalf Forest in order to act as her bodyguard.

Angö stayed with Grunhilde for over a year. He protected her and fought by her side against the evil denizens of the Knotwood and during the war between Cauldron and Flamerule. He was honored to fight alongside the Order, and he won the respect of the citizenry of Cauldron City during the war.

After the war was over, however, Angö didn't return to the Verdalf Forest with Grunhilde. Instead, he decided that he wished to travel north. Along the way, he devoted himself to improving his skills as a monk. He studied at the Titan's Monastery in the City-state of Halugol for over a year before continuing north past the Greystone Mountains.

Angö often spends the summers wandering the Northlands and the winters living in the City-state of Woodend. The citizens of Woodend consider him just another wise man of the North and none of them could ever guess at his past. Angö works hard to protect ancient sites sacred to giants and has been also known to come to the aid of Northerner tribes that have treated him with friendship.

Angö hasn't any desire to travel back to the Kul Moren Mountains. He considers that part of his life over. However, if the Order were to contact him for aid then he would make the trip. Honor would demand it.

hp 157 (18d8+72)
Male frost giant monk 4
LN Large giant (cold)
Init +2; Senses Low-light vision; Listen +7, Smell +3, Spot +7, Taste +3; see invisibility w/ mask
Languages Common, Draconic, and Giant.
AC 26 (-1 size, +2 Dex, +3 Wis, +9 natural, +1 monk, +2 deflection), touch 15, flat-footed 24
Immune Cold
Resist Fire 20
Fort +17, Ref +12, Will +11 (+13 against Enchantment spells)
Weakness Vulnerability to fire
Speed 40 feet (8 squares)
Melee Unarmed strike +22 (1d10+3/x2) or
Melee Unarmed strike +22/+17 (1d10+3/x2) or
Melee +2 large-sized handaxe +20 (1d8+8/x3) or
Melee +2 large-sized handaxe +20/+15 (1d8+8/x3) or
Ranged +3 large-sized javelin +17 (1d8+9/x2) or
Ranged Large-sized light crossbow +14 (1d10/19-20/x0) or
Ranged Rock +15 (1d6+6/x2)
Space 10 ft.; Reach 10 ft.
Base Atk +13; Grp +23
Atk Options Cleave, Fists of Iron, Improved Grapple, Improved Unarmed Strike, Power Attack, Stunning Fist (5/day), flurry of blows +1/+1, ki strike, rock throwing
Combat Gear Potion of cat's grace, potion of cure critical wounds, potion of heroism, potion of hide from animals
Abilities Str 22 (+6), Dex 14 (+2), Con 18 (+4), Int 12 (+1), Wis 16 (+3), Cha 12 (+1)
SA Flurry of blows, ki strike, rock throwing
SQ Evasion, rock catching, slow fall 20 ft., still mind
Feats Cleave, Deflect Arrows (B), Fists of Iron 1, Improved Grapple (B), Improved Unarmed Strike (B), Lightning Reflexes, Power Attack, Quick Draw, Stunning Fist, Weapon Focus (unarmed strike)
Skills Balance +9, Climb +22, Concentration +8, Intimidate +12, Jump +23, Listen +7, Profession (guard) +9, Smell +3, Spot +7, Swim +12, Taste +3, Tumble +9
Possessions +3 large-sized javelin, +2 large-sized handaxe, amulet of mighty fists +3, dragon mask 2, gloves of swimming and climbing, large-sized light crossbow w/10 bolts, major ring of fire resistance, monk's belt, ring of protection +2.
Rock Throwing (Ex) Angö receives a +1 racial bonus on attack rolls when throwing rocks. She can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five 120-foot range increments.
Rock Catching (Ex) Angö can catch Small, Medium, or Large rocks (or projectiles of similar shape).
Once per round, if Angö would normally be hit by a rock, he can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) Angö must be ready for and aware of the attack in order to make a rock catching attempt.
1 D&D Complete Warrior
2 D&D Savage Species
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World of Kulan DM
High Lightservant of the Church of Jalivier in Cauldron, Leader of the Order of the Silver Hand, The Bloodsun, The Trúa

Stats: hm (axiomatic) / 7th level cleric, 10th level radiant servant, 1st level prestige paladin (Jalivier) / lawful good
Homeland: Originally – The Far South; Now – Dominion of Cauldron
Source: Brian's Primary PC
Personality: Ethical, stoic, and well-meaning but a little arrogant.
Description: Argo was born in a small farm near the Hinderfall Mountains in the Far South. His father was a goatherd and a cartwright. His mother was a seamstress and a leather tanner. Argo had two younger brothers: Pell and Sarn and has an older sister named Gloria Hammerthumb.

One day a strange robed woman came through the Town of Sunwater and she offered gold to spend the evening in shelter and have some food. This woman, who turned out to be a Decay Priestess of Mussin, devastated Argo’s trusting family. While they slept she slew the father and the younger brothers and then raised them from the dead as ghasts to fill out her army of evil. Argo and Gloria escaped and fled to the town sheriff who raised a levee to assault the befouled Flameheart farmstead. Argo witnessed the townsfolk destroy his father and brothers, but the priestess and Argo's mother were never found.

Traumatized by this event, Argo fell catatonic for some months and dreamed of Celestia. His sister Gloria sold the farm and married the town blacksmith (a Torin dwarf named Furtock Hammerthumb). Argo recovered under the care of a man named Opusar, an elderly priest/mage of Jalivier from the northern lands, who taught Argo his faith and strong moral code.

Argo took Holy Orders of the Light in the City-state of Caloric, at the age of 22 under the watchful eyes of his mentor. After the ceremony, he bid farewell to Opusar and took to the road to seek his fortune, discover his faith, and seek answers about the fate of his mother. These travels eventually led him to the City of Cauldron in the Kul Moren Mountains where he founded the Order of the Silver Hand and was paramount in the destruction of an evil group of cultists known as the Cagewrights.

Since that conflict, Argo (and the Order) has gone on to liberate Cauldron and Kul Moren from the tyranny of the infernal worshipers of Flamerule, forge an alliance with the Prince of Pretensa, and rise to a place of prominence amongst the citizenry of the Kul Moren Mountains. Jalivier is now the state religion in Cauldron and Argo has founded a new group known as the Disciples of the Bloodsun. He is known as The Trúa and is considered a living saint to the faithful of the church of Jalivier.
Argo and Amaryllis_inked_small.jpg
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World of Kulan DM
Lord Mayor of Cauldron, Member of the Order of the Silver Hand, The Arch-Magus, The Orphan King

Stats: hm (extraplanar) / 18th level wizard / lawful neutral
Homeland: Lower Outlands (somewhere)
Source: Rob Townsend's PC
Personality: Easy going, fun-loving, and intuitive.
Description: Hezekiah Grofus was born in the Lower Outlands under circumstances so mysterious that most assume he is an orphan and reticent about his past. He grew up in traveling circus some 300 miles from the base of the Spire.

During his youth, Hezekiah was fascinated with puzzles, riddles, illusions and the whisper of magic that powerful beings were rumored to wield; he sought to earn his freedom from the Black Manna Mines of Ygulotha by making secret pacts with extraplanar potentates.

Hezekiah succeeded in his escape by building himself a modron suit and joining the Great Modron March when it visited the Lower Outlands. But he only got so far as Sigil when he was discovered and banished to the streets of the City of Doors. The human youth attempted to apply for employment with the Great Library, but he was turned down due to insufficient power and life experience.

An anonymous patron supported him to become a janitor at the University of Boccob and his curious nature took over. He secretly studied magic; the powers which had eluded him for so long blossomed with his first cantrips. Yet he was not an aristocrat and ineligible to become a student at the Academy.

Hezekiah took a risk and jumped through a portal after a brass dragon to arrive on the Material Plane in the vicinity of Cauldron City on the World of Kulan. He survived by his wits and became a founding member of the Order of the Silver Hand but has never forgot his humble beginnings. He often visits the local orphans of the city.

After destroying the Cagewright cultists, Hezekiah found the mantle of leadership thrust upon him by the citizens of Cauldron City and the Order of the Silver Hand. Through politicking and fame, Hezekiah soon found himself 'elected' as Lord Mayor of Cauldron. Now, years later, he is considered to be more of a king than a city mayor.
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World of Kulan DM
Member of the Order of the Silver Hand, The Dead-Eye, Warden of Cauldron

Stats: hm (northerner) / 2nd level barbarian (hunter variant), 12th level ranger (of the Balance), 4th level horizon walker / chaotic neutral
Homeland: Originally – Unknown; Now – Domain of Cauldron
Source: Gerald's Silver Hand PC
Personality: Skillful, somber, and vengeful.
Description: Karr’Toomba was born into a unknown, nomadic tribe that wandered distant plains and tundra following herds of bison and mammoth. His childhood was joyful and in his early teen years he had already taken a wife and had become a valued hunter for his tribe.

One dark night the druid of the tribe sent Karr upon his totem journey and his Rite of Passage into manhood. While he was discovering the identity of his spirit guide, a magical attack was unleashed upon Karr by an aberration, and he became the conduit for a gate to be opened into the World of Kulan for an assault upon the unsuspecting members of his tribe. The magic left him unconscious.

When he awoke, drained of much of his life energy, his village was in smoldering ruins — the inhabitants dead or captured. A large raiding party of tabaxi had taken Karr’s young bride — most likely as a slave or a sacrifice to their dark god, Tu. He vowed vengeance against the cat race and struck out to find what remained of his family and tribe.

He chanced upon a meeting with the Order of the Silver Hand in the city of Cauldron; they warily accepted him as a guide and companion throughout the wilderness of the Thunder Lands. Karr’Toomba has his motives, however, and membership in the Order has its own advantages in his quest for vengeance against the tabaxi.

His skill with the bow and his ability as a hunter has grown to near legendary status throughout the Thunder Lands. He is known as “Seggr,” which means hero in the lowborn language of the Kul Moren Mountains and is the official warden of the Dominion of Cauldron. However, he often disappears for months at a time to fight the tabaxi of the Storm Jungle.
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World of Kulan DM
Clanwarden, Member of the Order of the Silver Hand, The Silverbeard

Stats: dm (hill) / 2nd level expert, 12th level fighter, 2nd level ranger, 3rd level deep warden / neutral good
Homeland: The Hold of Kul Moren
Source: Scott's PC
Personality: Amiable, direct, and steadfast.
Description: Born into a family of stonemasons, Toryn learned the typical dwarven crafts then joined the Kul Moren militia at the earliest possible age to escape a life of endless mining. The dwarven military pushed him towards engineering, munitions and surveying – occupations that would keep him safe and useful to the Hold.

Unfortunately, a gang of ogres decimated his platoon, and Toryn escaped with a battered body and a broken nose. Toryn was thrilled to be alive, so he took up the craft of the warrior and soon became a deadly, no-nonsense menace on the battlefield. He mutters to himself a lot and sometimes cries out in his sleep as his dreams become filled with the nightmare of his lost comrades.

After his twelve-year tour, Toryn left the Kul Moren militia and joined a haphazard adventuring group who tried to help the mountain village of Duvik's Pass, which was suffering through a vicious magical plague. The menace was slavers and bandits using vile magic, led by a man named Stefan Doverspeak. Toryn joined the fledgling group but left after a fight with one of its ambitious members, Ionesco Valdeshar.

Several months later, while working at the Temple of the Cat for his living, Toryn encountered Argo Flameheart, a young cleric of Jalivier and joined his holy cause. Together, with an enigmatic wizard named Hezekiah Grofus, they formed the Order of the Silver Hand and vowed to protect the world against all invaders, unravel the infantile plots of the Stormblades, recover long forgotten treasures, and slay the minions of the Cagewrights and the infernal worshipers of Flamerule.

Over the years, Toryn has learned to trust many of his companions including Amaryllis, Shötte, and Karr'Toomba — the Order's other main members. Toryn has become a famous smith throughout the Kul Moren Mountains and the rest of the Thunder Lands. His prestige has risen to the point that he has been given the title of Master Smith in his Hold. He is also a Clanwarden for the Stonecutter Clan.
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World of Kulan DM
Legacy of the Silver Hand NPCs


Alberich, The Heartless Rogue, Leader of The Heartless
Stats: hm / 9th level rogue, 9th level duelist / lawful evil
Homeland: The Dominion of Cauldron
Source: Original; but Shackled City inspired
Personality: Grim, heinous, and wicked.
Description: Alberich is the leader of the evil group of rogues and warriors known as The Heartless. One of the founding members of the group, and an ex-Alleybasher, he killed the other two leaders of the group when they disagreed with his leadership decisions. He sold off their gear and bodies (to evil cultists) to fund his own evil plans.

He is very secretive and he always wears his mask of lies when giving orders to the group’s other members. The members of the Heartless fear Alberich, as well as his continuing obsession with destroying the Order of the Silver Hand (and Argo Flameheart in particular). However, none would dare oppose him, as he is a master swordsman and his magical flaming rapier is a frightening weapon to behold in his hands.

Alberich is one of the most feared men in the Kul Moren Mountains and he and the Heartless would be a true terror if they weren’t always working towards destroying the Order. The group is always on the run and has been known to hide out in the Underearth under Fortress Mountain.
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World of Kulan DM
Faragel Duskhaven, Cleric of Swords
Stats: em (urbanite) / 10th level cleric (Sword Gods) / neutral evil
Homeland: The Dominion of Cauldron
Source: Original
Personality: Bitter, perverted, and wicked.
Description: Faragel Duskhaven was once a rising star in the church of Olidammara. He was a good-hearted scoundrel that had the potential to lead the followers of Olidammara, in Cauldron City, towards a batter future, which didn’t include the Last Laugh Thieves’ Guild or its vile leadership.

However, this was not meant to be, as the Last Laugh came to see him as a troublemaker and had the young urbanite elf kidnapped. He soon found himself in the vicious hands of Jil and her torturous ways. The assassin stripped away the good in Faragel and shattered his soul and his faith in Olidammara.

How could the Laughing God permit such things? How had he failed his deity? These are the questions that Faragel asked himself over and over. He turned from his god in a fit of rage and began worshiping the Sword Gods. He has become twisted and evil, and hates anyone with a good soul.
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World of Kulan DM
Keygan Ghelve, Owner of 'Ghelve’s Lockhouse,' Member of the Halfling Syndicate
Stats: kitt (m) / 3rd level expert, 3rd level rogue, 3rd level wizard (illusionist) / lawful neutral
Homeland: The Dominion of Cauldron
Source: Dungeon Magazine #97 (pg. 55) [changed his race to kitt]
Personality: Clever, guarded, and timorous.
Description: Keygan Ghelve is a well-known and respected locksmith and tavern-keeper in Cauldron City. He use to live a more quiet life until his cat familiar, Starbrow, was kidnapped, and the Order of the Silver Hand entered his life. They saved his familiar and went on to become heroes and community leaders in Cauldron, and Keygan has reaped the benefits of knowing them.

After the Order defeated a group known as the Cagewrights and raised an army to take back the Dominion from Anoria and Flamerule, Keygan returned to Cauldron, from exile, and rebuilt his shop to become a tavern, as well as a locksmith’s shop.

Now, he lives with his friend Jasper Drundlesput in the reclaimed Jzadirune enclave, which can only be accessed through his tavern. He caters to kitts, halflings, and the growing population of rockwood gnomes that have migrated to Cauldron from the Far South. His favorite customer is Amaryllis Greenbottle, one of the founding members of the Order of the Silver Hand.
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World of Kulan DM
Maple, Member of the Halfling Syndicate
Stats: ½f (hairfoot) / 6th level rogue / neutral good
Homeland: Dominion of Cauldron
Source: Dungeon Magazine #97 (pg. 88)
Personality: Evasive, self-preserving, and resolute.
Description: Maple is a middle-aged female halfling rogue that was born in Cauldron City. She grew up a bit of a street rat and used her rogue skills to get by. Now, she works for the Halfling Syndicate, a group of good aligned rogues that protects halflings and kitts in many communities throughout the Thunder Lands.

Maple moved to the City-state of Caloric shortly after Anoria and Flamerule invaded the Dominion of Cauldron. She decided to stay there even after Cauldron was freed by the Order of the Silver Hand. She is the Halfling Syndicate’s highest-ranking member in Caloric.
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World of Kulan DM
Sirus Youngmay, Avenger of Bast
Stats: hm / 10th level avenger / chaotic good
Homeland: The Dominion of Cauldron
Source: Original; inspired by the free D&D adventure “The Burning Plague”
Personality: World-weary, tenacious, and resourceful.
Description: Sirus was born in the town of Duvik’s Pass, in the Dominion of Cauldron. He grew up under the watchful gaze of an old local cleric of Bast, named Terreno. He learned the way of the North Goddess from the old man and decided to become a holy warrior dedicated to the Cat Mother.

When Master Terreno retired the small temple was taken over by a young Bastite priestess named Lily. Mistress Lily reorganized the temple, which included bringing in two other avengers from Cauldron City, Drand Rhomus and a man named Kent. Drand became Sirus’ commander and Kent soon became his friend.

When the burning plague broke out Mistress Lily hired a small band of adventurers to deal with the situation. However, they were more trouble than they were worth, and a resident was murdered by one of them. To make a long story short, Drand set out to bring these adventurers to justice, even though they made amends.

Sirus soon found himself following Drand all across the Thunder Lands looking for a man named Ionesco Valdeshar and a dwarf named Toryn Stonecutter. Eventually, the three avengers tracked both to Cauldron City where Drand fell from grace, and Sirus and Kent went their own way.

The two younger holy warriors of Bast decided to stay in the city for a while but when Cauldron was nearly destroyed by an evil cabal known as the Cagewrights, they were forced to flee. Kent died during the evacuation of the city and Sirus relocated to the Village of Redgorge.

He lives there still, working to protect the community from the demons of the Demonskar, and is considered a pillar of the community and a leading member of the militia. He has become a close friend of Krank Qallar, a member of the Disciples of the Bloodsun.
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World of Kulan DM
Skie Aldersun, Owner of 'Skie’s Treasury' in Cauldron City
Stats: ½f (hairfoot) / 6th level sorcerer / neutral good
Homeland: The Dominion of Cauldron
Source: The Shackled City Adventure Path
Personality: Fun-loving, eccentric, and fearful of dragons.
Description: Skie Aldersun retired from the adventuring lifestyle nearly a decade ago when she accidentally awakened a slumbering wyvern while attempting to steal some of its treasure. The enraged wyvern managed to slay the rest of her party (including her previous familiar, a cat named Newt) before she managed to strike a killing blow.

The experience traumatized her, and she swore never to meddle with monsters again. But the adventuring lifestyle was still in her blood. Skie decided to open a store that catered to other adventurers, and since that day has lived vicariously through the tales of her clientèle. She still maintains a terrible fear of all dragons and has only recently summoned a replacement familiar, a raven named Whisper.
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World of Kulan DM
“Ssythar” Nahazir, Ex-Cagewright, False Prophet of Merrshaulk
Stats: halfblood yuan-ti (m) / 15th level sorcerer / chaotic evil
Homeland: The Thessalgard Holds
Source: Dungeon Magazine #115 (pg. 66)
Personality: Unbalanced, vicious, and controlling.
Description: ‘Ssythar’ Nahazir is an ex-Cagewright that lives in the ruins of Shatterhorn. Originally from the Thessalgard Holds, Nahazir was once a member of the Thirteen, a group of Cagewright leaders that wished to open a portal to Carceri to free the trapped demon lord Adimarchus. When that plan failed Nahazir severed all ties with the Cagewrights and took firm control of Shatterhorn.

Nahazir believes he is a prophet of Merrshaulk, and that his god gifted him with divine insight. (His self-chosen title of Ssythar means ‘chosen one’ in Yuan-Ti.) His experiences with the Cagewrights drove him insane, and he is definitely not a prophet. He spends most of his time wandering the ruins of Shatterhorn hissing to himself or ordering around his strange group of minions.

Nahazir has a serpentine head and scaly skin, but otherwise appears human. He conceals his features beneath a form-fitting black robe, and around his neck he wears a silver pendant shaped like a tiny cage. He has a snake as his familiar.
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World of Kulan DM
Thearynn Louvel, Ex-Cagewright, Wandering Conjurer
Stats: hm / 17th level wizard (conjurer) / chaotic evil
Homeland: Unknown
Source: Dungeon Magazine #114 (pg. 84)
Personality: Paranoid, unsettled, and a little mad.
Description: Thearynn Louvel is an ex-member of the group known as the Cagewrights. When a group of heroes known as the Order of the Silver hand invaded the Fiery Sanctum under the Kul Moren Mountains, Thearynn was the only Cagewright leader that escaped.

Since that fateful day, he’s become convinced that the other members of the Thirteen betrayed him, so he won’t have anything to do with the Cagewrights anymore. He also believes that the Order is hunting him, which keeps him constantly on he move.

He spends most of his time traveling in the lands the Ragik Peninsula with his quasit apprentice (named Xarthyx), unwilling to settle down in any one city. He is fond of the ‘culture’ in Ara-Ragik, which is as decadent and evil as it gets.

Thearynn is thin and pale, with wide, darting brown eyes. He keeps his head shaved except for a small forelock in the middle of his brow that he toys with when nervous, making it greasy and flat.
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